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Arrian
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Kneel before Grog!
Jul 2001 time: 00:34
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Setting up way in advance, while things are fresh in my mind...
City builds:
Izzardia builds worker. Arrange WF for +5fpt, start horseman.
Silesia builds horseman, begin another.
New Plymouth builds galley. Begin another (for now, we may or may not wish to rush another out).
Worker actions:
1) Cov3 road.
2) Worker @ CoS8 irrigates.
3) Worker @ BC9 moves to plains tile (BC77?).
4) Izz103 roads.
5) Izz104 continues towards Silesia33.
6) Izz105 (new) sent towards Coventry1.
7) Catdrill roads.
Unit moves:
1) Galleys move 112 and 224 respectively. Units onboard awake and move 4, onto Orangutan3.
2) Settler founds a new city on the ruins of Mandril.
3) 1 horse from the group south of the new city moves 1, to scout a bit. Depending on what he sees, the following may or may not take place:
4) Units in new city, aside from 1 veteran warrior which fortifies, move 22 (via road).
5) Wounded horseman into new city, ends turn.
6) Horsemen south of city move 2 (and are now most likely blocked by Pythonian forces). Maybe move 26 if that tile is open and safe.
If the scout horse that moves 1 sights any Monkey units (doubtful), we deal with that as appropriate.
7) Other settler moves 24 on his way to the west coast.
8) FP battlegroup moves 1 (I'd move a warrior first, just on the odd chance there happen to be 16 barb horse stacked adjacent to that tile. That way, if it is the worse-case, we can avoid throwing FP away).
9) If the FP battlegroup shows it is safe, the scout moves 42.
10) Galley in New Plymouth sails south.
11) Regular archer in the south continues southward, as does the spearman down there.
12) Vet warriors... I dunno. The 2 in the east take up position in or around Coventry and Burundy. The other 3... well, I guess 1 goes to N. Plymouth in case we pull the regular in NP to go on a galley sailing west. The other 2 can hang out in or near BC, and as we build more western cities, they may be needed.
13) Vet warriors in Corinth... 1 should move over to Plymouth - actually the horsehill at Plymouth8. The other should either find something useful to do or disband.
Diplo:
Polytheism to Python.
-Arrian
Last edited by Arrian on 08-03-2004 at 01:29
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:34
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FP battlegroup moves 1.
Scout moves 42, sights Python warrior to its south.
Cheeky Monkey founded on ruins of Mandril. WF to roaded grassland 2 of the city, set to build worker.
Hmm, tech. Engineering selected. OUCH. At 40% science, we're losing 1gpt, Eng in 17. I can speed it to 14 turns, but then we're losing 15gpt. I think I'll go with that - 50% science rate - for now.
We should finalize a deal with Python to fund 1/2 our research costs. I'll PM Octavian soon.
More troop movement:
I move a horseman 1 to scout, and discover 3 barbarian horsemen 2 of that position.
I decide against attacking them, lest there be more barb horse out of sight to the west, that might counterattack.
I move the slowmovers in Cheeky Monkey 22 (putting them 9 of the 3 barb horse), and the scouting horse joins them there. The other 4 horsemen move 26, into the hills.
Our regular archer and vet spearmen to the east both move south.
Hurt horseman moves into Cheeky Monkey and fortifies.
This leaves 1 move left: the newly rushed galley.
Do we sail south, or west?
If we go south, we can stay *barely* ahead of the Tabemono galley. Our chances of intercepting a Monkey galley and preventing contact are rather low, given that Monkey moves before us. It's possible, just not all that likely, considering that not only do we need to sight them first but also that we must sink them in 1-on-1 combat.
I'm thinking we should sail west, but if anyone else is around, I'd like to hear their thoughts. I'll hold off on making the move for a little bit.
I'm going to load the regular warrior onto the galley, though.
-Arrian
-Arrian
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Mountain Sage
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Ah, I forgot their newest Mercenary...
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All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
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